NVIDIA Tesla K40m vs AMD Instinct MI300X Accelerator

GPU Comparison Result

Below are the results of a comparison of NVIDIA Tesla K40m and AMD Instinct MI300X Accelerator video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Boost Clock: 2100MHz (876MHz vs 2100MHz)
  • Larger Memory Size: 192GB (12GB vs 192GB)
  • Higher Bandwidth: 5300 GB/s (288.4 GB/s vs 5300 GB/s)
  • More Shading Units: 19456 (2880 vs 19456)
  • Newer Launch Date: December 2023 (November 2013 vs December 2023)

Basic

NVIDIA
Label Name
AMD
November 2013
Launch Date
December 2023
Professional
Platform
Desktop
Tesla K40m
Model Name
Instinct MI300X
Tesla
Generation
Instinct
745MHz
Base Clock
1000MHz
876MHz
Boost Clock
2100MHz
PCIe 3.0 x16
Bus Interface
PCIe 5.0 x16
7,080 million
Transistors
-
240
TMUs
?
Texture Mapping Units (TMUs) serve as components of the GPU, which are capable of rotating, scaling, and distorting binary images, and then placing them as textures onto any plane of a given 3D model. This process is called texture mapping.
-
TSMC
Foundry
-
28 nm
Process Size
-
Kepler
Architecture
-

Memory Specifications

12GB
Memory Size
192GB
GDDR5
Memory Type
HBM3
384bit
Memory Bus
?
The memory bus width refers to the number of bits of data that the video memory can transfer within a single clock cycle. The larger the bus width, the greater the amount of data that can be transmitted instantaneously, making it one of the crucial parameters of video memory. The memory bandwidth is calculated as: Memory Bandwidth = Memory Frequency x Memory Bus Width / 8. Therefore, when the memory frequencies are similar, the memory bus width will determine the size of the memory bandwidth.
8192bit
1502MHz
Memory Clock
5200MHz
288.4 GB/s
Bandwidth
?
Memory bandwidth refers to the data transfer rate between the graphics chip and the video memory. It is measured in bytes per second, and the formula to calculate it is: memory bandwidth = working frequency × memory bus width / 8 bits.
5300 GB/s

Theoretical Performance

52.56 GPixel/s
Pixel Rate
?
Pixel fill rate refers to the number of pixels a graphics processing unit (GPU) can render per second, measured in MPixels/s (million pixels per second) or GPixels/s (billion pixels per second). It is the most commonly used metric to evaluate the pixel processing performance of a graphics card.
0 MPixel/s
210.2 GTexel/s
Texture Rate
?
Texture fill rate refers to the number of texture map elements (texels) that a GPU can map to pixels in a single second.
1496 GTexel/s
-
FP16 (half)
?
An important metric for measuring GPU performance is floating-point computing capability. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy.
1300 TFLOPS
1.682 TFLOPS
FP64 (double)
?
An important metric for measuring GPU performance is floating-point computing capability. Double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy, while single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
81.7 TFLOPS
4.945 TFLOPS
FP32 (float)
?
An important metric for measuring GPU performance is floating-point computing capability. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
160.132 TFLOPS

Miscellaneous

2880
Shading Units
?
The most fundamental processing unit is the Streaming Processor (SP), where specific instructions and tasks are executed. GPUs perform parallel computing, which means multiple SPs work simultaneously to process tasks.
19456
16 KB (per SMX)
L1 Cache
16 KB (per CU)
1536KB
L2 Cache
16MB
245W
TDP
750W
1.1
Vulkan Version
?
Vulkan is a cross-platform graphics and compute API by Khronos Group, offering high performance and low CPU overhead. It lets developers control the GPU directly, reduces rendering overhead, and supports multi-threading and multi-core processors.
-
3.0
OpenCL Version
-
4.6
OpenGL
-
3.5
CUDA
-
12 (11_1)
DirectX
-
5.1
Shader Model
-
48
ROPs
?
The Raster Operations Pipeline (ROPs) is primarily responsible for handling lighting and reflection calculations in games, as well as managing effects like anti-aliasing (AA), high resolution, smoke, and fire. The more demanding the anti-aliasing and lighting effects in a game, the higher the performance requirements for the ROPs; otherwise, it may result in a sharp drop in frame rate.
-
550W
Suggested PSU
-

Benchmarks

FP32 (float) / TFLOPS
Tesla K40m
4.945
Instinct MI300X Accelerator
160.132 +3138%